国产探花免费观看_亚洲丰满少妇自慰呻吟_97日韩有码在线_资源在线日韩欧美_一区二区精品毛片,辰东完美世界有声小说,欢乐颂第一季,yy玄幻小说排行榜完本

首頁 > 系統(tǒng) > Android > 正文

自定義View系列之kotlin繪制手勢設(shè)置溫度控件的方法

2019-12-12 00:39:41
字體:
供稿:網(wǎng)友

引言

最近公司接了一個車聯(lián)網(wǎng)的項目,主要是新能源汽車的一些控制功能,其中涉及到一個是溫度的調(diào)節(jié)功能,產(chǎn)品的意思是做一個手勢滑動調(diào)節(jié)溫度,大概意思我是明白的。就是要手勢調(diào)節(jié)唄,沒辦法,誰讓我是搬磚的呢,人為刀俎,我為魚肉,只有搞了;

最后搞出來的效果大概如下,不過還沒確定,


思路

在這里我先說下自己的實現(xiàn)思路,這個控件的難點主要是手勢控制,其他的都很簡單,沒有什么好說的,控制的一些具體的數(shù)值我是寫死的,沒有做自定義拓展,主要是閑麻煩,如果有需要可以自己的實現(xiàn);

具體的實現(xiàn)步奏

  • 首先繪制圓盤,刻度,陰影(需要關(guān)閉硬件加速),文字
  • 然后根據(jù)劃過的角度繪制進度條
  • 最后根絕touch事件重新繪制,并設(shè)置數(shù)據(jù)回調(diào)

代碼實現(xiàn)

1,繪制前的準備

首先kotlin提供了init方法,我們需要在這個方法里面初始化我們需要的畫筆和一些數(shù)據(jù)

注:這里涉及到陰影的繪制,所以必須關(guān)閉硬件加速

 init {  //關(guān)閉硬件加速  setLayerType(View.LAYER_TYPE_SOFTWARE, null)  mInCirclePaint.color = Color.WHITE  mInCirclePaint.strokeWidth = 1f  mInCirclePaint.style = Paint.Style.FILL  mInCirclePaint.setShadowLayer(25f, 0f, 0f, Color.GRAY)  mGrayLinePaint.color = Color.parseColor("#00EEEE")  mGrayLinePaint.strokeWidth = dp2px(1f).toFloat()  mGrayLinePaint.style = Paint.Style.STROKE  mGrayLinePaint.setShadowLayer(15f, 0f, 0f, Color.GRAY)  mTempTextPaint.textSize = sp2px(32f).toFloat()  mTempTextPaint.style = Paint.Style.FILL  mTempTextPaint.color = Color.parseColor("#7CCD7C")  mTempTextPaint.textAlign = Paint.Align.CENTER  mTempTextPaint.isFakeBoldText = true  mTempTextPaint.setShadowLayer(5f, 0f, 0f, Color.GRAY)  mTextPaint.textSize = sp2px(18f).toFloat()  mTextPaint.style = Paint.Style.FILL  mTextPaint.color = Color.parseColor("#aaaaaa")  mTextPaint.textAlign = Paint.Align.CENTER//  mTextPaint.setShadowLayer(5f, 0f, 0f, Color.GRAY)  mLineProgressPaint.style = Paint.Style.STROKE  mLineProgressPaint.strokeWidth = dp2px(10f).toFloat()  mLineProgressPaint.color = Color.parseColor("#7CCD7C")//  mLineProgressPaint.setShadowLayer(5f, 0f, 0f, Color.GRAY)  mProgressCirclePaint.style = Paint.Style.FILL//  mProgressCirclePaint.setShadowLayer(15f, 0f, 0f, Color.GRAY)  mProgressPaint.style = Paint.Style.FILL  mProgressPaint.color = Color.parseColor("#436EEE")  mProgressPaint.strokeCap = Paint.Cap.ROUND//  mProgressPaint.setShadowLayer(5f, 0f, 0f, Color.GRAY)  mPaintTriangle.style = Paint.Style.FILL  mPaintTriangle.color = Color.parseColor("#436EEE") }

然后我們需要重寫onMeasure()方法,因為這個控件必須是正方形的,所以我們必須保證寬和高一致;

 override fun onMeasure(widthMeasureSpec: Int, heightMeasureSpec: Int) {  val width = View.MeasureSpec.getSize(widthMeasureSpec)  val height = View.MeasureSpec.getSize(heightMeasureSpec)  val imageSize = if (width < height) width else height  setMeasuredDimension(imageSize, imageSize) }

再之后我們需要知道一些具體的寬高值,從而設(shè)置半徑的大小,一般是在onSizeChanged()方法里面拿到

 override fun onSizeChanged(w: Int, h: Int, oldw: Int, oldh: Int) {  super.onSizeChanged(w, h, oldw, oldh)  mHeight = Math.min(h, w)  mWidth = height  dialRadius = (width / 2 - dp2px(10f))  arcRadius = dialRadius / 2  mBgRectf = RectF(-dialRadius * 1f / 2 - dp2px(5f), -dialRadius * 1f / 2 - dp2px(5f), dialRadius * 1f / 2 + dp2px(5f), dialRadius * 1f / 2 + dp2px(5f)) }

2,繪制

接下來就開始繪制視圖了,繪制之前需要把視圖的原心移動到中心位置

 canvas.translate(mWidth * 1f / 2, mHeight * 1f / 2);

接著就開始繪制,首先我們繪制最外邊源的線,這里繪制180根線,其中30根長線

 private var beginAngle = 0f private val drawLine = { canvas: Canvas ->  beginAngle = 0f  canvas.save()  for (i in 0..180) {   canvas.save()   canvas.rotate(beginAngle)   mGrayLinePaint.setARGB(180, (0.7 * i * 2).toInt(), ((255 - 0.7 * i * 2).toInt()), ((255 - 0.7 * i * 2).toInt()))   if (beginAngle % 12 == 0f) {    canvas.drawLine(dialRadius * 7f / 9 - dp2px(5f), 0f, dialRadius * 8f / 9, 0f, mGrayLinePaint)   } else {    canvas.drawLine(dialRadius * 7f / 9, 0f, dialRadius * 8f / 9, 0f, mGrayLinePaint)   }   beginAngle += 2f   canvas.restore()  }  canvas.restore() }

效果如下


接著開始繪制中心的文字,如果如下

 private val drawText = { canvas: Canvas ->  val baseLineY = Math.abs(mTempTextPaint.ascent() + mTempTextPaint.descent()) / 2  mTempTextPaint.setARGB(180, (0.7 * currentAngle).toInt(), (255 - 0.7 * currentAngle).toInt(), (255 - 0.7 * currentAngle).toInt())  if (temText == 30 || temText == 29) {   mTempTextPaint.setARGB(255, 255, 0, 0)  } else if (temText == 15) {   mTempTextPaint.setARGB(255, 0, 255, 255)  }  canvas.drawText("${temText}°", 0f, baseLineY + dp2px(20f), mTempTextPaint)  canvas.drawText("最大溫度設(shè)置", 0f, baseLineY - dp2px(20f), mTextPaint) }


接下來就開始繪制進度條和陰影部分

 private val drawPointCircle = { canvas: Canvas ->  canvas.save()  canvas.rotate(rotateAngle + 2)  mProgressPaint.setARGB(255, (0.7 * currentAngle).toInt(), (260 - 0.7 * currentAngle).toInt(), (260 - 0.7 * currentAngle).toInt())  mPaintTriangle.setARGB(255, (0.7 * currentAngle).toInt(), (260 - 0.7 * currentAngle).toInt(), (260 - 0.7 * currentAngle).toInt())  if (temText == 30 || temText == 29) {   mProgressPaint.setARGB(255, 255, 0, 0)   mPaintTriangle.setARGB(255, 255, 0, 0)  } else if (temText == 15) {   mProgressPaint.setARGB(255, 0, 255, 255)   mPaintTriangle.setARGB(255, 0, 255, 255)  }  val path = Path()  path.moveTo(dialRadius * 1f / 2 + dp2px(5f), (-dp2px(10f)).toFloat())  path.lineTo(dialRadius * 1f / 2 + dp2px(5f), dp2px(10f).toFloat())  path.lineTo(dialRadius * 1f / 2 - dp2px(10f), 0f)  path.close()  canvas.drawPath(path, mPaintTriangle)  val point = dialRadius * 1f / 2 + dp2px(5f)  canvas.drawCircle(point, 0f, dp2px(10f).toFloat(), mProgressPaint)  canvas.restore() } private val drawProgress = { canvas: Canvas ->  if (rotateAngle > 0) {   mProgressCirclePaint.color = Color.parseColor("#00ffff")   canvas.drawCircle(dialRadius * 1f / 2 + dp2px(5f), 0f, dp2px(5f).toFloat(), mProgressCirclePaint)  }  val colors = intArrayOf(Color.parseColor("#00ffff"), Color.parseColor("#ff0000"))  val mShader = SweepGradient(0f, 0f, colors, null)  mLineProgressPaint.shader = mShader  canvas.drawArc(mBgRectf, 0f, rotateAngle, false, mLineProgressPaint) }


2,手勢

繪制視圖結(jié)束,現(xiàn)在開始手勢的處理,主要就是處理touch事件,我們以圓心為坐標圓點,建立坐標系,求出(targetX, targetY)坐標與x軸的夾角,顯現(xiàn)代碼如下

private val calcAngle = { targetX: Float, targetY: Float ->  val x = targetX - width / 2  val y = targetY - height / 2  val radian: Double  if (x != 0f) {   val tan = Math.abs(y / x)   if (x > 0) {    if (y >= 0) {     radian = Math.atan(tan.toDouble())    } else {     radian = 2 * Math.PI - Math.atan(tan.toDouble())    }   } else {    if (y >= 0) {     radian = Math.PI - Math.atan(tan.toDouble())    } else {     radian = Math.PI + Math.atan(tan.toDouble())    }   }  } else {   if (y > 0) {    radian = Math.PI / 2   } else {    radian = -Math.PI / 2   }  }  (radian * 180 / Math.PI).toFloat() }

然后在touch事件中進行處理,主要代碼如下

override fun onTouchEvent(event: MotionEvent): Boolean {  when (event.action) {   MotionEvent.ACTION_DOWN -> {    isDown = true    downX = event.x    downY = event.y    currentAngle = calcAngle(downX, downY)   }   MotionEvent.ACTION_MOVE -> {    isMove = true    val targetX: Float = event.x    val targetY: Float = event.y    val angle = calcAngle(targetX, targetY)    // 滑過的角度增量    var angleIncreased = angle - currentAngle    if (angleIncreased < -180) {     angleIncreased += 360    } else if (angleIncreased > 180) {     angleIncreased -= 360    }    increaseAngle(angleIncreased)    currentAngle = angle    invalidate()    // 滑過的角度增量   }   MotionEvent.ACTION_CANCEL, MotionEvent.ACTION_UP -> {    if (isDown) {     if (isMove) {      temparetureChangeListner?.invoke(temText)      isMove = false     }     isDown = false    }   }  }  return true }

計算出當前角度對應(yīng)的溫度值

 /**  * 增加旋轉(zhuǎn)角度  */ private val increaseAngle = { angle: Float ->  rotateAngle += angle  if (rotateAngle < 0) {   rotateAngle = 0f  } else if (rotateAngle > 360f) {   rotateAngle = 360f  }  temText = (rotateAngle / 360 * 15).toInt() + 15 }

這樣一個溫度控件就做好了,喜歡的話麻煩點個贊哦

項目也傳到了github,有興趣可以去下載玩一下

github項目地址 (本地下載

總結(jié)

以上就是這篇文章的全部內(nèi)容了,希望本文的內(nèi)容對大家的學習或者工作具有一定的參考學習價值,如果有疑問大家可以留言交流,謝謝大家對武林網(wǎng)的支持。

發(fā)表評論 共有條評論
用戶名: 密碼:
驗證碼: 匿名發(fā)表
主站蜘蛛池模板: 密山市| 池州市| 寿光市| 万年县| 固原市| 六枝特区| 阜南县| 嘉黎县| 屏东市| 丰原市| 鄂温| 勐海县| 白银市| 综艺| 桂阳县| 濮阳市| 保康县| 枣强县| 万源市| 张北县| 宣城市| 舞钢市| 桑日县| 旅游| 永年县| 高要市| 平潭县| 广水市| 宁南县| 沾益县| 马龙县| 南充市| 米易县| 蒙自县| 望奎县| 察哈| 达拉特旗| 微博| 抚顺县| 玛多县| 高淳县|